My Single Awesomest Map Idea I Never Attempted

My Single Awesomest Map Idea I Never Attempted

Re: My Single Awesomest Map Idea I Never Attempted Posted by Cash Car Star on Sun Jul 1st 2007 at 11:27am
Cash Car Star
1260 posts
Posted 2007-07-01 11:27am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
To those of you who have moved on, feel free to add your own. I'm
not going to ever be making this, so I no longer feel the need to
protect from idea thievery.

Mine is actually a Rats/Turkeyburgers style map. But instead of
some generic bedroom/office/kitchen, have it take place inside a swank
limousine. It's the kind of map that could both look great and
have a unique gameplay. While Rats maps tended to be sort of
killboxy, the long layout of a limousine with seats, cushions, Cristal,
ashtrays, highball glasses, blackberries and other posh gizmos
(textured with a tongue-in-cheek sense of humor) allows for a very
strategic gameplay. I was always a mapper that highly considered
light sources when designing a room, and a limousine would allow for
some very inventive stuff without breaking the feel of the room or
making it seem out of place. Add in a sunroof and an AS-Convoy
style conveyor and you can make it look like your limousine is cruising
down a street of luxury apartments. Visuals + gameplay + kewl
factor = win.

It's a HELL of a project, but could easily make a mark. I just
wish I had had the time, dedication and skill to realize it.
Re: My Single Awesomest Map Idea I Never Attempted Posted by Naklajat on Sun Jul 1st 2007 at 1:29pm
Naklajat
1137 posts
Posted 2007-07-01 1:29pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
This is one I've wanted to do for a long time but haven't found an engine it'd be possible in:
A torus-shaped spinning space station a la 2001 (somewhat smaller though), with lifts leading into a large zero-G atrium room in the center. There would be windows along the inner surface, so you could look up and see opponents in other parts of the map. Might be cool to have an airlock so you could launch your friends into the vacuum of space.

Good topic.

o

Re: My Single Awesomest Map Idea I Never Attempted Posted by FatStrings on Sun Jul 1st 2007 at 6:03pm
FatStrings
1242 posts
Posted 2007-07-01 6:03pm
1242 posts 144 snarkmarks Registered: Aug 11th 2005 Occupation: Architecture Student Location: USA
sounds kinda like Enders Game Baron
Re: My Single Awesomest Map Idea I Never Attempted Posted by Stadric on Mon Jul 2nd 2007 at 1:42am
Stadric
848 posts
Posted 2007-07-02 1:42am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
I want to make a map of an ancient temple with a big ol' hourglass in the middle that has a crack in it. The temple itself is in the middle of an earthquake, but frozen in time, complete with brick walls and columns in the middle of collapsing.

The problem with the idea is that it would only be suitable for deathmatch, given HL2's enemies. The fault in that is that the collapses would have to add a lot to the gameplay.

I am making a similar map (dm_timeless (if you have a better name, I'd love to use that)), only the place is being torn apart by cannon fire. I'll have the map up for viewing alter this week (hopefully).
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: My Single Awesomest Map Idea I Never Attempted Posted by Le Chief on Mon Jul 2nd 2007 at 1:47am
Le Chief
2605 posts
Posted 2007-07-02 1:47am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
A fight on a moving rusty freight train at night time with out running into a level transition every 15 seconds would be cool, and even better can be done in half-life 1 very well.
Aaron's Stuff
Re: My Single Awesomest Map Idea I Never Attempted Posted by wil5on on Mon Jul 2nd 2007 at 8:36am
wil5on
1733 posts
Posted 2007-07-02 8:36am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
AS-HighSpeed?

I guess my problem with mapping was always that I'd have grandiose ideas that wouldnt pan out and I'd never get anything far enough along without thinking "this is not going to work". The only example I can think of now is a rats-style map based on the insides of a computer, which would have been a bit of a silly layout for deathmatch. It could have definitely worked with a bit more creativity on my part, but for quite a while now, real life has gotten in the way of that. My main inspiration is drawn from the places I frequent, but I don't really put the time in to make a quality map of it (see THS and eynesbury).

Some good ideas here, I like Baron's.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: My Single Awesomest Map Idea I Never Attempted Posted by Yak_Fighter on Mon Jul 2nd 2007 at 9:24am
Yak_Fighter
1832 posts
Posted 2007-07-02 9:24am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
USS Darkstar for HL1 had a rats-style section inside a computer mainframe, which brought my Compaq (running software mode) to its knees. I'm sure a rats map based on the insides of a real computer has been done before, either in HL1 or UT, I can't remember anymore.
Re: My Single Awesomest Map Idea I Never Attempted Posted by reaper47 on Mon Jul 2nd 2007 at 7:25pm
reaper47
2827 posts
Posted 2007-07-02 7:25pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
I've been thinking, more on a theoretical level, whether it would be possible to do a room that gets bigger on one end and gives the player the illusion of shrinking as he moves from one end to the other. I've seen it in Super Mario 64. The effect apparently even has a name, it's called "Ames Room".
Why snark works.
Re: My Single Awesomest Map Idea I Never Attempted Posted by Juim on Mon Jul 2nd 2007 at 8:50pm
Juim
726 posts
Posted 2007-07-02 8:50pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Cash Car Star said:
To those of you who have moved on, feel free to add your own. I'm not going to ever be making this, so I no longer feel the need to protect from idea thievery.

Mine is actually a Rats/Turkeyburgers style map. But instead of some generic bedroom/office/kitchen, have it take place inside a swank limousine. It's the kind of map that could both look great and have a unique gameplay. While Rats maps tended to be sort of killboxy, the long layout of a limousine with seats, cushions, Cristal, ashtrays, highball glasses, blackberries and other posh gizmos (textured with a tongue-in-cheek sense of humor) allows for a very strategic gameplay. I was always a mapper that highly considered light sources when designing a room, and a limousine would allow for some very inventive stuff without breaking the feel of the room or making it seem out of place. Add in a sunroof and an AS-Convoy style conveyor and you can make it look like your limousine is cruising down a street of luxury apartments. Visuals + gameplay + kewl factor = win.

It's a HELL of a project, but could easily make a mark. I just wish I had had the time, dedication and skill to realize it.
Actually, there was a rats style map made for HL1 which took place inside of a car(just not a Limo), but for the life of me I cant remember the name of it. It had ashtrays jump pads,teleporters, all sorts of gizmos, but was'nt very optimised if I remember. That was back in the days of the Hot Death Diner, I may have even reviewed it, I'll dig through the archives and see if I did.
Re: My Single Awesomest Map Idea I Never Attempted Posted by smackintosh on Mon Jul 2nd 2007 at 8:59pm
smackintosh
175 posts
Posted 2007-07-02 8:59pm
175 posts 38 snarkmarks Registered: Feb 12th 2006
"Retail Hell", based on the several retail stores I've worked in.
"Transistor Central" would be one store in the shopping mall, loosely based on Circuit City.

There would be lots of "Duke Nukem 3D-ish signage" and products lying around
to use as weapons. I started working on the merchandisers, shelving, etc...
and realized it would be too much work and would require way too many models.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: My Single Awesomest Map Idea I Never Attempted Posted by Juim on Mon Jul 2nd 2007 at 9:04pm
Juim
726 posts
Posted 2007-07-02 9:04pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
reaper47 said:
I've been thinking, more on a theoretical level, whether it would be possible to do a room that gets bigger on one end and gives the player the illusion of shrinking as he moves from one end to the other. I've seen it in Super Mario 64. The effect apparently even has a name, it's called "Ames Room".
We do that in the movies alot, We call it "forced perspective". It could be cool if enough attention was paid to detail. Theatrical productions use it alot on stage as well, due to the lack of space otherwise afforded by real life places. "upstage" is smaller than "downstage" (closer to the audience) giving the effect of distance, but due to the limited perspective afforded by the players POV camera in Source, I don't know how believable it would be. Would be interesting to see from an experienced mapper though.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: My Single Awesomest Map Idea I Never Attempted Posted by Cash Car Star on Mon Jul 2nd 2007 at 10:15pm
Cash Car Star
1260 posts
Posted 2007-07-02 10:15pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Given the Halflife engine, you're probably better off making a sequence
of rooms with different scales. It could make a neat
single-player map. Like at first, nothing seems wrong.
Perhaps even more so the other way, starting at regular size, and then
after a few segments, noticing you're significantly larger. An
NPC tells you that you've been infected with a growth serum, and you
have to fight to the end to fix yourself... By the end of the game
you're the size of a five-story building.
Re: My Single Awesomest Map Idea I Never Attempted Posted by DrGlass on Thu Jul 5th 2007 at 6:13am
DrGlass
1825 posts
Posted 2007-07-05 6:13am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
I've always wanted to do a death match map in the bridge room of a battle ship in space combat. Have ion beams zapping around, the whole map would shake and fall apart as the ship took on more and more damage. Gravity would cut in and out.

I was able to get pretty far once, but lost my steam and left it half done and now I'll bet it is gone forever.
Re: My Single Awesomest Map Idea I Never Attempted Posted by Stadric on Fri Jul 6th 2007 at 5:55am
Stadric
848 posts
Posted 2007-07-06 5:55am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
The gravity element of that map alone would make for some hilarious game play, Doc.

I may try something to that effect when I finish my current project.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying